Elrick
Elrick
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AthleticsSTR
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Favored EnemyLevel 1
You have advantage on Wisdom checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language spoken by your favored enemies, if they have one. Elrick has chosen humanoids as his favored enemy, reflecting the criminal crews and violent opportunists he has learned to read and avoid.
- Natural ExplorerLevel 1
You are an expert in navigating one type of natural environment. In your chosen terrain, you gain benefits related to travel, foraging, and remaining alert. Elrick has chosen forest as his favored terrain, fitting his life as a wilderness guide.
- DarkvisionHalf-OrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you cannot discern color in darkness.
- MenacingHalf-OrcYou gain proficiency in the Intimidation skill.
- Relentless EnduranceHalf-OrcWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until you finish a long rest.
- Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- City SecretsUrchin
You know the secret patterns and flow of communities, and can find the hidden places where people gather, shelter, or trade information in a city. You can find a place to hide, rest, or receive help among urban commoners, provided you do not bring undue danger to your hosts.
Gear
7 itemsWeapons
- LongbowA sturdy bow used for hunting and ranged defense.
- 2×ShortswordA matched pair of close-quarters blades.
Armor
- Scale MailWorn scale mail, practical and well cared for despite long miles on the road.
Tools
- Disguise KitA kit used to create false identities and disguises.
- Thieves' ToolsTools for opening locks and bypassing simple security.
Gear
- Quiver of ArrowsArrows carried in a simple leather case.
- Explorer's PackA practical pack for overland travel, exploration, and survival.
Appearance
Elrick is a broad-shouldered half-orc with weathered green-gray skin, a broken nose that never healed straight, and alert amber eyes that miss very little. He keeps his black hair pulled back in a practical knot, with one side shaved short to keep it out of his face on the trail. His travel-stained scale mail is carefully maintained despite its dents, and he wears a small bundle of charm cords, map scraps, and debt tokens tied to his belt.
Mannerisms
He keeps counting exits without realizing it, and when he speaks about routes or landmarks he draws invisible maps with two fingers in the air. He rarely sits with his back to a door, and he taps his knuckles twice on any table before he trusts the room.
Personality
Quiet, wary, and unexpectedly gentle, Elrick treats every campsite like a promise that someone made it through another day. He is practical before he is proud, and he listens far more than he talks. When he does commit, he commits hard, especially if someone is hungry, frightened, or being cornered by stronger people.
Ideals
Freedom. Nobody should be owned by a debt, a gang, or their birth. I help the helpless because I know what it is to be trapped and hungry.
Bonds
He will not abandon someone lost in the wild, because he knows exactly how easily a child can disappear into hunger and fear. The debt ledger held by the syndicate feels like a chain around his throat, and he is obsessed with one day buying, stealing, or burning it away.
Flaws
He lies too quickly when money is involved, even to people who might have helped him. The debt has taught him to expect betrayal, so he sometimes strikes first with words or steel when caution would have been wiser. He also hates owing favors almost as much as owing coin.
Quirks
Background
Elrick learned the edges of civilization before he learned its comforts. As a half-orc child left to fend for himself in alleys and drainage tunnels, he survived by watching, listening, and running faster than the older thieves who wanted his supper. A kindly old tracker once showed him how to read footprints in mud and how to find safe water where others saw only weeds. That lesson changed his life, and he traded the city gutter for the road, becoming a wilderness guide for caravans, hunters, and the few fools brave enough to hire an orc-blooded boy with sharp eyes and a better sense of direction than any hired mapmaker. That freedom lasted until he borrowed from the wrong people. A crime syndicate paid him well to lead smugglers through back routes and hidden passes, then turned the debt into a leash he could not easily break. Now Elrick takes honest jobs when he can, dangerous jobs when he must, and every coin he earns is already spoken for by men who smile with knives behind their teeth. He keeps moving because standing still feels like surrender, and because somewhere out there in the deep woods or beyond the next ridge is the one clean path that will let him pay what he owes without selling the last decent piece of himself.
“A kindly old tracker once showed him how to read footprints in mud and how to find safe water where others saw only weeds.”
- Background
- Urchin
Connections
Species
Half-Orc
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